0.9.2 - Dungeons and Bosses Oh My!

beyond.frontiers · published · build 26305052

beyond.frontiers - Version 0.9.2 "Icarus" - The Dungeon and Camp Update


It gets serious underground, and bandits are waiting in the wild.Dungeons are now multi-level complexes with doors, bosses and a treasure room, the subway is lit and patrolled, and bandit camps dot the wilderness. On top of that: loot with quality and elemental damage, real weapon models and a level system.

Dungeons

  • Multi-level complexes. 3 to 5 levels linked by stairs. Every level has rooms and corridors, sliding doors, a trader and a boss; at the bottom waits the treasure room with a final boss.

  • Real caves. The first level is an organic cave with rough walls, hills, dead ends with chests and boulders for cover. Deeper levels are cellars, clinics and industrial sites, each room with its own materials.

  • Great halls. Now and then a vast hall with pillars opens up, with more enemies inside.

  • Light and dark. Torches in the cave, ceiling lamps in the complexes. The numpad toggles the lights and adjusts brightness and range.

  • Minimap. Discovered areas, exit, stairs and traders; M toggles it, numpad +/- zooms.

  • Difficulty grows with depth. Enemy level, number of raiders and chest quality rise with every level.

  • New textures. Concrete, tiles, rust, asphalt and rock instead of plain walls; graffiti and warning stripes at drop-offs.

Subway

  • Lit. Cold neon lamps with red emergency lights in between.

  • Atmosphere. Steam at the emergency lights and burning barrels with warm light.

  • Patrols. Some bandits in the subway and dungeons walk a patrol route and spot you on the way.

Bandit camps

  • Camps in the wild. Tents, campfire, banner and crates for cover, guarded by 3 to 5 bandits.

  • Warlords. Some camps have a boss with more health, guaranteed gear, extra loot and a bounty.

  • Visible from the air. Camps can be spotted on approach; the bandits only wake up when you get closer.

  • Fairer fights outdoors. Bandits need a clear line of sight; trees, rocks and wrecks give cover.

  • Cleared is cleared. A cleared camp stays empty for the rest of the session.

Loot, weapons, elements

  • Quality 1 to 100. Every piece of equipment has a quality that drives protection, damage, shield and price. Loot and chests follow enemy level and dungeon depth.

  • Five chest tiers. Grey, green, blue, purple and gold.

  • Elemental damage. Weapons and armour can carry fire, shock or frost: fire burns, shock jumps to nearby enemies, frost slows. You recognise elements by colour.

  • More weapons and gear. Shotguns, ammo pouches, a medic implant and quick heal on the Q key.

  • Loot log and damage numbers. Everything you find is listed at the bottom left, damage floats above enemies.

  • Better-than-equipped marker. A green arrow flags gear that beats what you wear.

Progression

  • Player level. Experience from combat and exploration, level-up with banner and sound, level shown in your save slot.

  • Traders. Ware quality follows your level, prices follow quality.

  • Ammo. Pistol reserve doubled; inside your ship's landing ring, R refills ammo for free.

World and effects

  • Four planets. One main biome each; P jumps to the next, and you can land on any of them.

  • Dry planets. Sand instead of grass, no trees, but scrap and wrecks. Ground textures come from one shared collection, roads are asphalt.

  • Hyperlanes. Fast routes between the planets.

  • Animated effects. Fireballs from grenades, flames, shock, frost and blood on hits, steam in the subway.

  • Overworld music. Its own music for flight and exploration, combat music when danger is near.

  • Frame rate. The frame limit can be set in the options.

Known limitations

  • Burning barrels and props in the subway are still placeholder visuals without collision; proper models will follow.

  • With many light sources, performance in large complexes can drop; reduce light range with the numpad keys.

  • A cleared camp is not saved between sessions.

  • Space combat and space trading are still not part of this slice.